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Spinning Roulette Wheel

Scheduled Pinned Locked Moved C#
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  • R Rob Philpott

    Yes, WPF makes things like that considerably easier. No concern though. First thing to do is rotate the image, which is presumably represented as a bitmap in code. Get to the graphics object, and that's got two methods TranslateTransform and RotateTransform (as I recall) which should do the rotation. If everything's perfectly circular you may not need the translate transform. Then, create a method which rotates the image as needed. I'd probably create a custom control for just this purpose. You'll have to use the System.Windows.Forms timer to update the angle in such a way to make it look like real movement.

    Regards, Rob Philpott.

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    S Offline
    stephen darling
    wrote on last edited by
    #9

    Rob Philpott wrote:

    Yes, WPF makes things like that considerably easier.

    I am excited to get started with WPF, however, I think I should get through my "Head First C#" Book first, and learn C# properly. I will look into what you have sugested, and see if I can get something going. Thank you for the sugestion, Regards, Stephen

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    • P PIEBALDconsult

      38 in the U.S. -- 00 .

      M Offline
      M Offline
      Marcus_2
      wrote on last edited by
      #10

      PIEBALDconsult wrote:

      38 in the U.S. -- 00 .

      0 for the casino. 00 for the government? :confused: ;)

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      • S stephen darling

        Hi, I was just woundering if anyone knows how I would do this... I have an image of a roulette wheel, and I would like to animate it as it was spinning, faster to slower and then stop. How would I achive this using c# and winforms, as I am not ready to delve into WPF just yet? Thank you, Kind Regards, Steve

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        S Offline
        SledgeHammer01
        wrote on last edited by
        #11

        You should just bite the bullet and learn WPF. Doing this in, well, GDI/GDI+ is the correct term here since Winforms has nothing to do with your question, will require you to worry about such silly things as multi-threading, timers, double buffering, geometry, etc and you'll have to write a lot of code. In WPF, you just attach an animation that animates the rotation angle from 0 to 360 degrees and you're done. 5 minute job max. ZERO code as it can all be done with one line of XAML.

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        • S SledgeHammer01

          You should just bite the bullet and learn WPF. Doing this in, well, GDI/GDI+ is the correct term here since Winforms has nothing to do with your question, will require you to worry about such silly things as multi-threading, timers, double buffering, geometry, etc and you'll have to write a lot of code. In WPF, you just attach an animation that animates the rotation angle from 0 to 360 degrees and you're done. 5 minute job max. ZERO code as it can all be done with one line of XAML.

          S Offline
          S Offline
          stephen darling
          wrote on last edited by
          #12

          SledgeHammer01 wrote:

          You should just bite the bullet and learn WPF.

          What? While learning C#?

          SledgeHammer01 wrote:

          one line of XAML.

          Could you show one line that does this? Either way, I am starting to lean toward the idea of WPF. Thank you, Steve

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          • S stephen darling

            SledgeHammer01 wrote:

            You should just bite the bullet and learn WPF.

            What? While learning C#?

            SledgeHammer01 wrote:

            one line of XAML.

            Could you show one line that does this? Either way, I am starting to lean toward the idea of WPF. Thank you, Steve

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            S Offline
            SledgeHammer01
            wrote on last edited by
            #13

            See DoubleAnimation http://msdn.microsoft.com/en-us/library/system.windows.media.animation.doubleanimation.aspx[^]. Ok, its a little more then one line :), but here is an easy example of animating the rotation transform http://www.galasoft.ch/mydotnet/articles/article-2006102701.aspx[^]

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            • M Marcus_2

              PIEBALDconsult wrote:

              38 in the U.S. -- 00 .

              0 for the casino. 00 for the government? :confused: ;)

              P Offline
              P Offline
              PIEBALDconsult
              wrote on last edited by
              #14

              Heck no, the guv'mint takes more than that.

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              • S SledgeHammer01

                See DoubleAnimation http://msdn.microsoft.com/en-us/library/system.windows.media.animation.doubleanimation.aspx[^]. Ok, its a little more then one line :), but here is an easy example of animating the rotation transform http://www.galasoft.ch/mydotnet/articles/article-2006102701.aspx[^]

                S Offline
                S Offline
                stephen darling
                wrote on last edited by
                #15

                Thank you, That has gave me something to look over the weekend. Regards, Stephen

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                • S stephen darling

                  Hi, I was just woundering if anyone knows how I would do this... I have an image of a roulette wheel, and I would like to animate it as it was spinning, faster to slower and then stop. How would I achive this using c# and winforms, as I am not ready to delve into WPF just yet? Thank you, Kind Regards, Steve

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                  A Offline
                  Alan Balkany
                  wrote on last edited by
                  #16

                  For a more realistic spinning roulette wheel (even on a slow system) use blurred intermediate images. These will give an appearance more like what a person would actually perceive seeing a real wheel spinning. Transition to actual images as the wheel slows down.

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                  • A Alan Balkany

                    For a more realistic spinning roulette wheel (even on a slow system) use blurred intermediate images. These will give an appearance more like what a person would actually perceive seeing a real wheel spinning. Transition to actual images as the wheel slows down.

                    S Offline
                    S Offline
                    stephen darling
                    wrote on last edited by
                    #17

                    Alan Balkany wrote:

                    For a more realistic spinning roulette wheel (even on a slow system) use blurred intermediate images. These will give an appearance more like what a person would actually perceive seeing a real wheel spinning. Transition to actual images as the wheel slows down.

                    This sounds like a very interesting idea, however, I would not have a clue where to start by doing this. Would you possibly be able to provide a little more information please? Thank you, Regards, Stephen

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                    • S stephen darling

                      Alan Balkany wrote:

                      For a more realistic spinning roulette wheel (even on a slow system) use blurred intermediate images. These will give an appearance more like what a person would actually perceive seeing a real wheel spinning. Transition to actual images as the wheel slows down.

                      This sounds like a very interesting idea, however, I would not have a clue where to start by doing this. Would you possibly be able to provide a little more information please? Thank you, Regards, Stephen

                      A Offline
                      A Offline
                      Alan Balkany
                      wrote on last edited by
                      #18

                      This http://www.blackpawn.com/texts/blur/default.html[^] gives basic blurring algorithms, but they're rectangle-oriented, and you need to adapt them for rotation. So, instead of averaging in a rectangular region for each pixel, you'd use an arc representing a fraction of the roulette wheel's rotation, at the pixel's distance from the center +/- a delta constant.

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                      • A Alan Balkany

                        This http://www.blackpawn.com/texts/blur/default.html[^] gives basic blurring algorithms, but they're rectangle-oriented, and you need to adapt them for rotation. So, instead of averaging in a rectangular region for each pixel, you'd use an arc representing a fraction of the roulette wheel's rotation, at the pixel's distance from the center +/- a delta constant.

                        S Offline
                        S Offline
                        stephen darling
                        wrote on last edited by
                        #19

                        Thank you, I will look into this. Regards, Stephen

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